Turns out the issue is due to how the editor stores these units in the text module.

The 'unsieged' versions of unit such as the "Siege Tank (Tank Mode)" and "Viking (Fighter)" mode are given their own entries in the text module, whereas the 'sieged' versions of the units such as the "Siege Tank (Siege Mode)" and "Viking (Assault)" use the entries of their 'unsieged' counterparts.Being linked like this makes it so if you change the name of one in the data module, the other will automatically change its name to the same thing.

If you duplicate the 'unsieged' version of the unit, the new unit will be given a new entry in the text module (ex ID: Unit/Name/Viking2).If you duplicate the 'sieged' version of the unit, the new unit will use the existing entry for the unit it was duplicated from (ex: Unit/Name/Viking).

To fix it, create the 'unsieged' version first. Then, after creating the 'sieged' version, go to the new 'sieged' unit in the data module and open the "Name" field. Change the end of the "Text Key" to match that of the 'unsieged' version you created.

I'm creating multiple versions of all Terran units, including the Liberator, Siege Tank, and Viking. I was able to duplicate the Liberator and Liberator AG units without an issue. I was also able to duplicate the Siege Tank (Tank Mode) and Viking (Fighter Mode) units without issues.

The dependency the editor makes me copy them from is Coop. Whenever I try to duplicate either of these units it not only creates the new unit (ex:) "Siege Tank Copy (Siege Mode)," but will also change the name of the Coop unit I duplicated it from to "Siege Tank Copy (Siege Mode)." I find this really odd because the editor doesn't usually let me make changes to units from a dependency, only the duplicated ones that are part of my mod. I've also tried making a duplication from the custom duplicated unit, but then it changes all three names to this same thing. At that point the editor treats them as the same unit, so even if I separately change their leader aliases to make the editor distinguish between them, it'll change all of their leader aliases to the same thing simultaneously.

I'm able to attach separate (duplicated) versions of the "Siege Tank" and "Siege Tank Sieged" actors as well as separate (duplicated) versions of the morphing abilities to these units I've created, but even though the editor will recognize that they have different actors and abilities, it'll still change their names to be the same thing.

What I've tried:

I thought the issue might be because morph abilities, like "Siege Mode" and "Tank Mode" in the editor might be coded to require an exact 1:1 correlation between units before and after the ability is used (otherwise the morph ability wouldn't know which of the multiple units to morph the original unit into), and thus automatically changes the names of units which have that ability to fit that rule, but... then why was I able to duplicate those other units successfully?Regardless, I tried "unlinking" the units from one another by unattaching them from all of their abilities and from their main "Siege Tank" actor, to then afterwards reattach them to separate, successfully duplicated versions of those actors and abilities. Still, even after I did this, they automatically changed their unit names to match one another.

In the past, sharing other actors aside from the main ones--such as "attack" or "sound" actors--hasn't been an issue because either they don't have a token they need to be attached to or their token is something that (I assume) can be shared between units like a weapon or turret.

I can't think of any other way to make these units than to create them from scratch and then manually going in to change the necessary fields to what I need, but that seems like it would be a huge pain (especially when it comes to having to manually create/link the effects).

Nvm, figured out the problem. After viewing the factory in the data module it seems that there were multiple units assigned to a single button / slot that I never fixed when I added different dependencies. It was stacked up with the cyclone, so whenever I'd produce a cyclone, it would also produce a Diamondback.

On my map there are 3 AI bases that are separate players. When the map initializes they are all triggered to become allies and change their color to the same color.The attack waves triggers require the bases to have the appropriate production facilities in order for the units to be 'produced.'

Only one of the bases is supposed to make Diamondbacks. My issue is that the other two are making Diamondbacks too and that's nowhere in their triggers to do that. Not only are they producing them, but the units don't even go along with the other attack waves, they just sit by the rally locations for the bases and slowly stack up.Even after disabling the Diamondback spawning trigger for the base that is supposed to spawn them, the other Diamondbacks still spawn.

If it's at all important, both of those bases' attack wave triggers are copied and pasted from the one that is supposed to spawn Diamondbacks. However, after pasting them I went through and changed the relevant data and units involved in the attack waves.

Well, bit of a late reply for this and you might not even see it since you haven't been on in over 6 months, buuuut...

I'm pretty sure that's just the "dynamic pathing" fill and is only visible in the editor when you're viewing the pathing layer. I'm not positive as to why it defaulted to be on your map or if it has any use in your map. You can get rid of it using the pathing tools.

Hey, thanks for your advice here. I wanted to check out some of the tutorials before replying. There is a lot of helpful stuff on that page and it should be good enough to at least get me well on my way. Thanks!

I’m brand new to using SC2 map editor. I’m almost done with the design for my first map and figuring out that part has been pretty simple (though I realize that just making the terrain and slapping doodads on it is probably the easiest part). I don’t even know exactly where to post this because I just sort of have some general questions and I’m not sure what categories they involve. The tags listed are just semi-educated guesses.

Generally I’m looking for anyone who can directly answer the questions or if you can suggest to me a good tutorial on the creation of mods that answers the questions and isn’t from forever ago (post LoTV is preferable). I’ve already written 70+ pages of planning (concepts, story, dialogue, mission design, etc.) so I’m pretty committed to seeing this through.

My first question regards dependencies for both map and mod creation. From what I can gather, Liberty/Swarm/Void mod & multi-mod dependencies are incompatible because they have differing stats for the same units. When you load multiple, conflicting dependencies like that does it just add two of the same unit or overwrite the unit (so long as it has the same ID) with whatever data is further in the load order? The plan is to add units and change the stats on some, so I’ll be changes a lot of the data anyways (as tedious as it will be).

Also from what I understand, the mod & multi-mod dependencies are mainly associated with melee/multiplayer games. Seeing as how Blizzard has added units and abilities (as well as taken them away) for melee/multiplayer which aren't in the campaign, when that data is overwritten--or if you do not include certain mod/multi-mod dependencies period (WoL/HotS)--do you not get the assets associated with those?

Second, what is the “glue” dependency?

Now, for my last question, I’d like to know if what I have in mind for the mod/maps/campaign is even possible with the tools available in the map editor. The concept I have in mind is kind of like the WoL upgrade system with the Laboratory and Armory upgrades, but more complex. It would involve an elaborate menu screen that would function like the WoL campaign where you go to different ‘locations’ on the Hyperion for purchasing the upgrades. The credits and other resources you use to purchase upgrades would need to be constantly updated after every mission and are based on mission performance. On top of this, it’s also a non-linear story (like regular campaign) where you have an option of the next mission you’d like to play. This would mean that each mission could involve different units, stats, research, and unit stats based on what missions you played before it.

All of the custom campaigns I’ve played or seen let’s-plays of have been linear mission lines with very bare-bones menu screens. Any upgrades you received during the playthrough were automatically provided and set for each mission. I’m wondering if that’s because that’s the way the creator chose how to do it or if that’s all that the map editor allows.